// Copyright (c) 2010, Anthony Cassidy
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without modification, are 
// permitted provided that the following conditions are met:
// 
//     * Redistributions of source code must retain the above copyright notice, this list 
//         of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright notice, this 
//         list of conditions and the following disclaimer in the documentation and/or 
//         other materials provided with the distribution.
//     * Neither the name of the AntsAdventureGameCreator nor the names of its contributors 
//         may be used to endorse or promote products derived from this software without 
//         specific prior written permission.
// 
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY 
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES 
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT 
// SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF 
// THE POSSIBILITY OF SUCH DAMAGE.
/*!
@page Example5
<h1>Example 5 - Picking up objects </h1>
<img src ="Example5.png">
<h2>Summary</h2>
This example shows how to allow the player to pick up objects.
<h2>Steps</h2>
The basic steps for this are listed below:
<ol>
<li> Provide a RoomObject for each object in the scene that can be picked up.
<li> Provide an inv_ folder for each InventoryItem that can be picked up. </li>
<li> Handle the command "Grab XXXXXX" by setting the visibility of the
RoomObject to false and the visibility of the InventoryItem to true</li>
</ol>
To view the code for this:  main5.cpp
<br>
As mentioned in @ref Example1, the RoomObject renderer ignores folders
that begin with "inv_". That's because this prefix is used to denote
InventoryItems. When a room is entered, the names of all the
folders that begin with "inv_" are added as entries to the InventoryItems
list of the Inventory. The first .png in each "inv_" folder is used
to display that InventoryItem in the Inventory. By default, when you enter
a room, all inventory items have their visibility set to false.
<img src="example5_1.png" >
<br>
To make it seem
like the player is already carrying the item,
the InventoryItem::SetVisible(bool)
should be called in the IEventHandlers::OnInitializeRoom() handler.
<br>
<br>
On to @ref Example6...
*/


